I hope my question is simple

What I want to do is to raytest from each corner of the plane, and I don't want to use two entity joints. So how can I fake legs of the table with rays like that?
Passing in null as a connection connects to a special 'world entity,' which is actually just a kinematic sphere sitting at (0,0,0) but not added to the space. The actual entity instance is located in the TwoEntityConstraint.WorldEntity field. You can do something similar manually by connecting the joint to an unmoving kinematic entity.I also saw that joints constructors accepts null as entityA or entityB parameters, what's the reason for that and what we get?
The mobile mesh does not perform any simplification; it assumes all content processing has been performed beforehand. The MobileMesh triangles are exactly the triangles passed into the constructor. It is not a convex hull; it will perform true triangle-level collision detection.I also would like to know how bepu creates mobileMesh from model. Does it make a convex hull out of it (I saw this in some other physics engines) or does it simplify it a bit?
Thanks, my curious mind is satisfiedNorbo wrote: Passing in null as a connection connects to a special 'world entity,' which is actually just a kinematic sphere sitting at (0,0,0) but not added to the space.
It's good to know that modeling physical proxies weren't for nothing. Still I am very impressed with your implementation, because where your engine handles it at 60 fps no problem, others where crying at ~5fps with dynamic meshes (i did some tests with higher poly count objects).Norbo wrote: The mobile mesh does not perform any simplification; it assumes all content processing has been performed beforehand. The MobileMesh triangles are exactly the triangles passed into the constructor. It is not a convex hull; it will perform true triangle-level collision detection.
If your particles are supposed to be rigid spheres that impact gameplay, it may be a good fitAlso I would like to know if bepu would be good for paricles(just using Sphere class for particle) and how many particles would be safe to run smoothly(excluding time for graphics)?
Thats more than I will needNorbo wrote: I'd estimate you could get a few thousand such spheres running without much trouble. (Maybe more than 10000 if you spent most of the CPU budget on it and there weren't a lot of interactions.)
I am starting a half year GPU programming course in a month, so I will skip this option for nowNorbo wrote: If the particles don't influence gameplay meaningfully, it would be better to just do a simple particle simulation on the GPU. That would handle orders of magnitude more particles.
Yup.Does the weight transfer influence grip in vehicle class? (for instance, when we are breaking from high speed the front tires gain more grip due to weight shift)